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Effects of Video Games on Mental Health in Adolescents and Young Adults

1. Describe the issue in the social sciences that you have selected to investigate. Why is the issue significant? a. The social science issue that I have chosen to do my research on is the effects that video games have on mental health in adolescents and young adults. There are many younger people now days that are very invested in video games as a way to pass the time. It is a industry that is growing each and every day so more and more kids are getting introduced to them at increasingly younger ages. With kids develop, video games are sometimes a gateway to cause their development to become more rapid which can sometimes be good, while other times have negative effects on their mental health. I believe that looking at all of the ways that certain medias, such as video games, can change the way kids mental health progresses will allow for us to have better judgement moving forward. Describe at least three social science resources that you could use to investigate the issue you selected. Your sources must be relevant to your issue and must be of an academic nature appropriate for the issue. In your description, consider questions such as these: What are the similarities and differences in the content of your sources? What makes them appropriate and relevant for investigating your issue? What was your thought process when you were searching for sources? How did you make choices? a. The first source that I chose was a journal post titled "Video Games Could Hold Untapped Potential in Treatment of Mental Illness". This journal post was made on the site verywellmind.com and gets excerpts from doctors on the positive side of video games helping treat mental illnesses. It makes points on how this medium of entertainment could help with the treatment of depression and anxiety It states that video games tend to be more affordable for some as opposed to traditional mental health services and while it will more than likely not replace the traditional methods, it can be a great addition. b. The second source that I chose was a blog post from healthygamer.gg by Dr Alok Kanojia. Dr K is someone who has studied the ins and outs of the way video games affect people in their day to day lives. He even has a YouTube channel where he speaks with streamers and youtubers to try and help with the issues that they have personally when dealing with video games as a full time job. This post speaks on how video games are not necessarily the source of mental health problems because it is indeed possible to be mentally healthy while also enjoying video games a recreational activity. The problem lies more in when people do not know how to deal with their emotions and end up using video games as a suppressant towards them that they start to cause issues. C. The third source that I chose to use was an article on wellbeings.or